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Hello there. After long time I managed to create my first (and probably my last) modded civilization.
I consider this my tribute to the civfanatics forum, after having downloaded and enjoyed more than 100 mods from here (mostly civs tho). Hope you enjoy it.

Important note: the additional components are disabled by default. If you want to activate them open MODS\Jarcast's The Samnites [BNW] (v 3)\UserSettings.sql with Notepad and change from 0 to 1 where it says "SAMNITES_FOUR_COMPONENTS".

3) UB: Enoteca (Zoo)
Provides a copy of the unique Falanghina white wine luxury resource. Trade Routes from the city gain +30% range and +2 Gold. +1 Tourism upon discovering Radio.
(Vox Populi) Like the Zoo, the Enoteca reduces Boredom and yield 100 Tourism (scaling with Era) with all known Civilizations when completed.

Note: If you are using Vox Populi (Community Balance Overhaul) then you may want to open UserSettings.sql and change to 1 "SAMNITES_VP_RES_HAPPINESS" so to make sure that the Falanghina luxury resource yields 1 Happiness and not 4 as without VP.

4) UI: Samnite Oppidum
Unlocks at Masonry. An Oppidum can only be built on hill, tundra or snow tiles, and two Oppidum cannot be adjacent. It provides +2 Food, +1 Production, +1 Culture, and a +50% defense modifier to units stationed on them.
(Vox Populi) Bonuses to adjacent improvements: +1 to Camps, +1 to Farms, +1 and +1 to Pastures, +1 and +1 to Lumbermills and Logging Camps.

I play with the Samnites first game and I think they over perform. They are 1st in every demographics, twice higher production, population, food, land and GNP than average. They have 9 policies, while all other have 6 or 5. They have 25 techs, while all other have 17-20. Also they dominate in religion. It's early medieval. What are your thoughts? Have you test them playing against them?

I agree. Although you can nerf their UA by having the Totems being forced to be built (requiring an improved resource) and then mutually exclusive with their other totems. Once you build one, you can't build another one.

Because even if you can't get a totem, you get the woodpecker which grants your units +1 movement and +1 sight along with +0.25 Production per citizen at the start of the game.

Very strong. You get rewarded for going Wide and the penalty of going Wide doesn't go through at all because the UA make this wide strategy stronger and stronger.

At first I feared the civ was weak because the UA is basically just some free dummy building so I may have overcompensated a little too much.
And I didn't care much as it allowed me (a noob stuck at VP King difficulty) to have fun at higher difficulties (so yes I didn't play it as AI much).
But I understand your concern and I am as glad that someone is playing with my creation as open to changes and fixes to make it more balanced.

The idea of making the totem buildable at a production cost (and maybe faith cost?) and mutually exclusive each other is nice, even though according to the myth of Ver Sacrum the sacrati (settlers) used to choose the place to settle by following the journey of an animal until it stopped, so by the time they settled they already had the sacred animal (e.g. Bull for Samnites, Wolf for Hirpini, etc.).
Maybe we can keep the random assignation of totems as it is and just nerf the totem buildings abilities and promotions. Or assign the totem in the sense that the city receives only the possibility to build it (through GameEvents.CityCanConstruct) but then the city has to build it at a production or faith cost (more complicated lua-wise but still implementable).

In any case, here's some of the totem's abilities that I first tend to deem too OP:
- Horse totem giving +1 science to Pastures; (I kept it there but seeing that they go too far in research it's better to remove it)
- (VP) Horse totem giving +10% military supply to the city (remove?);
- (VP) Sheep totem giving 1/5 production per pop (in the text I mistakenly put 4, but in the code it's 20 and not 25), maybe put 1/10?;
- (VP) Bird totem giving 1/5 gold per pop, so put 1/10 as above? (and yes I swapped sheep and bird, before the last update sheep gave gold and bird gave production);

Another cause of the civ running far away in research may be (or surely is) the civ event that gives to the other tribe capitals (Maloenton, Cluviae, Caudium, Larinum) a palace at the cost of having few Barbarians units spawning to cause trouble to all the cities. At first it was the disproportionate amount of 1/3 science per pop like a normal palace (multiplying for 5 cities it becomes quite too much) then in the last update I dropped it down to 1/10, but if the issue persists I can just remove the Building_YieldChangesPerPop bonus and keep just the basic palace yields.

I wanted to use your new civ. Unfortunately it throws whole list of database.log errors. You check them out and release some cleaning update. Cannot wait to use it.

Click to expand...

Can you post here the chunk of database.log related to my civ?
If you have the 3rd-4th components disabled is quite normal as I conditioned the database insertion of the new building, improvement and build on the value in the UserSettings.sql so all the related code (e.g. yields of building and improvement) will give error because their reference is not loaded in the database.

Thank you Jarcast for this terrific civ. I have downloaded the latest iteration and played several games. I've noticed that the MD when stationed on a working worker doesn't accelerate anything; also, at the first turn when I move the Pathfinder it disappears with screen text "See you in the capital," where he does indeed appear the next turn and then behaves normally. I've reproduced this numerous times when the Samnites were the only mod enabled save for Vox.

I've noticed that the MD when stationed on a working worker doesn't accelerate anything;

Click to expand...

I just tested it again to be sure and indeed it speeds up, but you have to wait the next turn until the effect starts working. For example a farm that takes 7 turns if you look the ui of the worker the first turn says 7 turns remaining, then the secon turn 4 remaining, the third 2 and in the fourth turn out of 7 it completes it, so the code works.

also, at the first turn when I move the Pathfinder it disappears with screen text "See you in the capital," where he does indeed appear the next turn and then behaves normally.

Click to expand...

This is not some bug shenaningan, it's on purpose. The first free military unit, here the pathfinder, gets the totem promotion not only from the capital but also from the cities you will found later on, accumulating all the related promotions and becoming OP (still not gamebreaking because it's still one scouting unit but still little annoying). Because I could not remove the pathfinder with code from beginning, I just had to delete it and replace it with another unit created from the capital the turn after to fix the thing. '-'

I just tested it again to be sure and indeed it speeds up, but you have to wait the next turn until the effect starts working. For example a farm that takes 7 turns if you look the ui of the worker the first turn says 7 turns remaining, then the secon turn 4 remaining, the third 2 and in the fourth turn out of 7 it completes it, so the code works.

This is not some bug shenaningan, it's on purpose. The first free military unit, here the pathfinder, gets the totem promotion not only from the capital but also from the cities you will found later on, accumulating all the related promotions and becoming OP (still not gamebreaking because it's still one scouting unit but still little annoying). Because I could not remove the pathfinder with code from beginning, I just had to delete it and replace it with another unit created from the capital the turn after to fix the thing. '-'